public void SelectSkill(int i) { if (Length() == 0) { return; } m_SKillData = m_data_list[i]; }
void LayOutSetting() { SKillData data = generator.GetData(); EditorGUILayout.Space(); EditorGUILayout.LabelField(data.m_Name + " 스킬 정보"); EditorGUILayout.Space(); data.m_Name = EditorGUILayout.TextField("스킬 이름", data.m_Name); EditorGUILayout.Space(); data.m_Image = (Sprite)EditorGUILayout.ObjectField("스킬 이미지", data.m_Image, typeof(Sprite), true); EditorGUILayout.Space(); data.m_AttackCount = EditorGUILayout.IntField("스킬 타수 (최대 10)", data.m_AttackCount); EditorGUILayout.Space(); for (int i = 0; i < data.m_AttackCount; i++) { data.m_DamegeFormula[i] = EditorGUILayout.TextField(i + 1 + " 타 데미지 공식", data.m_DamegeFormula[i]); } EditorGUILayout.Space(); data.m_FrontSkill = (GameObject)EditorGUILayout.ObjectField("선행 스킬", data.m_FrontSkill, typeof(GameObject), true); EditorGUILayout.Space(); data.m_FrontSkillCount = EditorGUILayout.IntField("스킬 해제 조건 설정", data.m_FrontSkillCount); EditorGUILayout.Space(); data.m_Position = (SKillPosition)EditorGUILayout.EnumPopup("스킬창 위치", data.m_Position); EditorGUILayout.Space(); data.m_Anim = (Animator)EditorGUILayout.ObjectField("스킬 애니메이션", data.m_Anim, typeof(Animator), true); EditorGUILayout.Space(); data.m_Sound = (AudioSource)EditorGUILayout.ObjectField("스킬 사운드", data.m_Sound, typeof(AudioSource), true); EditorGUILayout.Space(); data.m_Active = EditorGUILayout.Toggle("스킬 활성화 상태", data.m_Active); EditorGUILayout.Space(); data.m_SkillLevel = EditorGUILayout.IntField("스킬 레벨", data.m_SkillLevel); EditorGUILayout.Space(); data.m_MaxSkillLevel = EditorGUILayout.IntField("스킬 최대 레벨 설정", data.m_MaxSkillLevel); EditorGUILayout.Space(); EditorGUILayout.LabelField("스킬 설명"); data.m_Info = EditorGUILayout.TextArea(data.m_Info); EditorGUILayout.Space(); generator.SetData(data); }
public void InfoView(SKillData data) { m_SkillInfo.SetActive(true); m_name.text = data.m_Name; m_level.text = data.m_SkillLevel.ToString(); if (data.m_FrontSkill == null) { m_frontskill.text = "선행스킬 : None"; } else { m_frontskill.text = "선행스킬 : " + data.m_FrontSkill.name + " \n Lv " + data.m_FrontSkillCount; } m_info.text = data.m_Info; view = true; }
public void UpdateSkill(SKillData data, int index) { if (data.m_FrontSkill == null) { return; } for (int i = 0; i < transform.childCount; i++) { m_SkillList[i] = transform.GetChild(i).GetComponent <RectTransform>(); } RectTransform rect = data.m_FrontSkill.GetComponent <RectTransform>(); RectTransform m_line; if (m_SkillList[index].childCount == 1) { m_line = GameObject.Instantiate(m_SkillLine) as RectTransform; m_line.SetParent(m_SkillList[index].transform, false); } else { m_line = m_SkillList[index].GetChild(1).GetComponent <RectTransform>(); } switch (data.m_Position) { case SKillPosition.ONE: m_SkillList[index].anchoredPosition = new Vector3(rect.anchoredPosition.x + 100, rect.anchoredPosition.y + 100, 0); m_line.anchoredPosition = new Vector3(-70, 0, 0); m_line.localRotation = Quaternion.Euler(0, 0, 0); break; case SKillPosition.TWO: m_SkillList[index].anchoredPosition = new Vector3(rect.anchoredPosition.x + 100, rect.anchoredPosition.y - 100, 0); m_line.anchoredPosition = new Vector3(0, 70, 0); m_line.localRotation = Quaternion.Euler(0, 0, 90); break; case SKillPosition.THREE: m_SkillList[index].anchoredPosition = new Vector3(rect.anchoredPosition.x - 100, rect.anchoredPosition.y - 100, 0); m_line.anchoredPosition = new Vector3(70, 0, 0); m_line.localRotation = Quaternion.Euler(0, 0, 0); break; case SKillPosition.FOUR: m_SkillList[index].anchoredPosition = new Vector3(rect.anchoredPosition.x - 100, rect.anchoredPosition.y + 100, 0); m_line.anchoredPosition = new Vector3(0, -70, 0); m_line.localRotation = Quaternion.Euler(0, 0, 90); break; } float max_x = 0, max_y = 0; float min_x = 0, min_y = 0; for (int i = 0; i < transform.childCount; i++) { if (m_SkillList[i].anchoredPosition.y > max_y) { max_y = m_SkillList[i].anchoredPosition.y; } if (m_SkillList[i].anchoredPosition.y < min_y) { min_y = m_SkillList[i].anchoredPosition.y; } if (m_SkillList[i].anchoredPosition.x > max_x) { max_x = m_SkillList[i].anchoredPosition.x; } if (m_SkillList[i].anchoredPosition.x < min_x) { min_x = m_SkillList[i].anchoredPosition.x; } } if (max_x >= 600) { m_Scroll.content.sizeDelta = new Vector2(content_x - ((150 * (max_x - 500) / 100) * -1), m_Scroll.content.sizeDelta.y); } else if (min_x <= -600) { m_Scroll.content.sizeDelta = new Vector2(content_x - ((150 * (min_x - -500) / 100)), m_Scroll.content.sizeDelta.y); } else { m_Scroll.content.sizeDelta = new Vector2(content_x, m_Scroll.content.sizeDelta.y); } if (max_y >= 300) { m_Scroll.content.sizeDelta = new Vector2(m_Scroll.content.sizeDelta.x, (content_y + (175 * ((max_y - 200) / 100)))); } else if (min_y <= -300) { m_Scroll.content.sizeDelta = new Vector2(m_Scroll.content.sizeDelta.x, (content_y + ((175 * ((min_y - -200) / 100)) * -1))); } else { m_Scroll.content.sizeDelta = new Vector2(m_Scroll.content.sizeDelta.x, content_y); } }
public void SetData(SKillData _data) { m_SKillData = _data; }
public void SetData(SKillData _data, int i) { m_data_list[i] = _data; }